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Pondering RE: Monte Cook / Long-term roadmaps for both Wizards and Paizo
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<blockquote data-quote="Crazy Jerome" data-source="post: 5688225" data-attributes="member: 54877"><p>I meant specifically in books that are the system, but I take your point. I do think that Paizo writes its adventures and setting material for a specific audience, and that it doesn't overlap very well with people who enjoy a system like 4E. There is a sense in which certain systems are best handled by writing your own material. To the extent that a game realizes that goal, then it is automatically handicapped in using adventures and setting material as things to sell.</p><p> </p><p>That said, I can see setting material working where adventures will not, even in core rules. If stuff about races, cultures, society, etc. is put into fun, useful, flexible rules--then you can fill a lot of core content in ways that will be useful to a lot of people, belong in core rules, and encourage that same writing of your own material.</p><p> </p><p>Or put another way, the 4E team intended to be evocative rather than exhaustive in their treatment of such material. I think they made a good first effort, but I don't think they have pushed that idea as far as it can be pushed.</p><p> </p><p>It should also be noted that one of the reasons that I don't like some of Pazio's material is that I consider a lot of it bloat.  Albeit a different kind of bloat than crunch bloat, but still bloat.  So what I'm really looking for is the answer for when:  Good game system means no bloat, but more page count means more money.  I don't have the answer.  The first gaming company that needs the page count but solves it, wins that decade.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5688225, member: 54877"] I meant specifically in books that are the system, but I take your point. I do think that Paizo writes its adventures and setting material for a specific audience, and that it doesn't overlap very well with people who enjoy a system like 4E. There is a sense in which certain systems are best handled by writing your own material. To the extent that a game realizes that goal, then it is automatically handicapped in using adventures and setting material as things to sell. That said, I can see setting material working where adventures will not, even in core rules. If stuff about races, cultures, society, etc. is put into fun, useful, flexible rules--then you can fill a lot of core content in ways that will be useful to a lot of people, belong in core rules, and encourage that same writing of your own material. Or put another way, the 4E team intended to be evocative rather than exhaustive in their treatment of such material. I think they made a good first effort, but I don't think they have pushed that idea as far as it can be pushed. It should also be noted that one of the reasons that I don't like some of Pazio's material is that I consider a lot of it bloat. Albeit a different kind of bloat than crunch bloat, but still bloat. So what I'm really looking for is the answer for when: Good game system means no bloat, but more page count means more money. I don't have the answer. The first gaming company that needs the page count but solves it, wins that decade. [/QUOTE]
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Pondering RE: Monte Cook / Long-term roadmaps for both Wizards and Paizo
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